230 lines
6.2 KiB
C++
230 lines
6.2 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Unit.h"
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#include "Model.h"
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#include "ObjectBase.h"
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#include "ObjectEntry.h"
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#include "ObjectManager.h"
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#include "SkeletonAnim.h"
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#include "SkeletonAnimDef.h"
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#include "UnitAnimation.h"
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#include "ps/Game.h"
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#include "ps/Player.h"
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CUnit::CUnit(CObjectEntry* object, CEntity* entity, CObjectManager& objectManager,
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const std::set<CStr>& actorSelections)
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: m_Object(object), m_Model(object->m_Model->Clone()),
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m_ID(invalidUnitId), m_ActorSelections(actorSelections), m_PlayerID(invalidPlayerId),
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m_ObjectManager(objectManager)
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{
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m_Animation = new CUnitAnimation(*this);
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}
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CUnit::~CUnit()
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{
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delete m_Animation;
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delete m_Model;
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}
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CUnit* CUnit::Create(const CStrW& actorName, CEntity* entity,
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const std::set<CStr>& selections, CObjectManager& objectManager)
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{
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CObjectBase* base = objectManager.FindObjectBase(actorName);
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if (! base)
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return NULL;
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std::set<CStr> actorSelections = base->CalculateRandomVariation(selections);
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std::vector<std::set<CStr> > selectionsVec;
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selectionsVec.push_back(actorSelections);
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CObjectEntry* obj = objectManager.FindObjectVariation(base, selectionsVec);
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if (! obj)
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return NULL;
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return new CUnit(obj, entity, objectManager, actorSelections);
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}
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void CUnit::ShowAmmunition()
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{
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if (!m_Object->m_AmmunitionModel || !m_Object->m_AmmunitionPoint)
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return;
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// Remove any previous ammunition prop, in case there's still one left on there
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m_Model->RemoveProp(m_Object->m_AmmunitionPoint);
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// Then add the new prop
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m_Model->AddProp(m_Object->m_AmmunitionPoint, m_Object->m_AmmunitionModel->Clone(), m_Object);
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}
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void CUnit::HideAmmunition()
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{
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if (!m_Object->m_AmmunitionModel || !m_Object->m_AmmunitionPoint)
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return;
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// Remove the ammunition prop
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m_Model->RemoveProp(m_Object->m_AmmunitionPoint);
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// Restore the original props that were on the ammo attachpoint, by copying them from
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// the base model
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std::vector<CModel::Prop>& props = m_Object->m_Model->GetProps();
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std::vector<CModel::Prop>::iterator it;
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for (it = props.begin(); it != props.end(); ++it)
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{
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if (it->m_Point == m_Object->m_AmmunitionPoint)
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{
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m_Model->AddProp(m_Object->m_AmmunitionPoint, it->m_Model->Clone(), m_Object);
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}
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}
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}
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static CSkeletonAnim* GetRandomAnimation(const CStr& name, CObjectEntry* object)
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{
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CSkeletonAnim* anim = object->GetRandomAnimation(name);
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// Fall back to 'idle', if no matching animation is found
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if (anim == NULL && name != "idle")
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anim = object->GetRandomAnimation("idle");
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// Every object should have an idle animation (even if it's a dummy static one)
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debug_assert(anim != NULL);
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return anim;
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}
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static bool SetRandomAnimation(const CStr& name, bool once,
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CModel* model, CObjectEntry* object)
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{
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CSkeletonAnim* anim = GetRandomAnimation(name, object);
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if (anim)
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{
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model->SetAnimation(anim, once);
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// Recursively apply the animation name to props
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const std::vector<CModel::Prop>& props = model->GetProps();
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for (std::vector<CModel::Prop>::const_iterator it = props.begin(); it != props.end(); ++it)
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{
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bool ok = SetRandomAnimation(name, once, it->m_Model, it->m_ObjectEntry);
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if (! ok)
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return false;
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}
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return true;
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}
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else
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{
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// This shouldn't happen, since GetRandomAnimation tries to always
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// return something valid
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return false;
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}
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}
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bool CUnit::SetRandomAnimation(const CStr& name, bool once)
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{
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return ::SetRandomAnimation(name, once, m_Model, m_Object);
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}
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CSkeletonAnim* CUnit::GetRandomAnimation(const CStr& name)
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{
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return ::GetRandomAnimation(name, m_Object);
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}
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bool CUnit::HasAnimation(const CStr& name)
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{
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return (m_Object->GetRandomAnimation(name) != NULL);
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}
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bool CUnit::IsPlayingAnimation(const CStr& name)
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{
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return (m_Model->GetAnimation() && m_Model->GetAnimation()->m_Name == name);
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}
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void CUnit::SetAnimationState(const CStr& name, bool once, float speed, float desync, bool keepSelection, const CStrW& soundgroup)
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{
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m_Animation->SetAnimationState(name, once, speed, desync, keepSelection, soundgroup);
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}
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void CUnit::SetAnimationSync(float actionTime, float repeatTime)
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{
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m_Animation->SetAnimationSync(actionTime, repeatTime);
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}
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void CUnit::UpdateModel(float frameTime)
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{
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m_Animation->Update(frameTime*1000.0f);
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}
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void CUnit::SetPlayerID(size_t id)
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{
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m_PlayerID = id;
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m_Model->SetPlayerID(m_PlayerID);
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}
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void CUnit::SetEntitySelection(const CStr& selection)
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{
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CStr selection_lc = selection.LowerCase();
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// If we've already selected this, don't do anything
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if (m_EntitySelections.find(selection_lc) != m_EntitySelections.end())
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return;
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// Just allow one selection at a time
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m_EntitySelections.clear();
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m_EntitySelections.insert(selection_lc);
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ReloadObject();
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}
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void CUnit::SetActorSelections(const std::set<CStr>& selections)
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{
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m_ActorSelections = selections;
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ReloadObject();
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}
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void CUnit::ReloadObject()
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{
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std::vector<std::set<CStr> > selections;
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// TODO: push world selections (seasons, etc) (and reload whenever they're changed)
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selections.push_back(m_EntitySelections);
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selections.push_back(m_ActorSelections);
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// If these selections give a different object, change this unit to use it
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CObjectEntry* newObject = m_ObjectManager.FindObjectVariation(m_Object->m_Base, selections);
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if (newObject && newObject != m_Object)
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{
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// Clone the new object's base (non-instance) model
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CModel* newModel = newObject->m_Model->Clone();
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// Copy the old instance-specific settings from the old model to the new instance
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newModel->SetTransform(m_Model->GetTransform());
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if (m_PlayerID != invalidPlayerId)
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newModel->SetPlayerID(m_PlayerID);
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newModel->CopyAnimationFrom(m_Model);
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delete m_Model;
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m_Model = newModel;
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m_Object = newObject;
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}
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}
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